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objectives [2020/01/01 16:32] b0ardface |
objectives [2020/06/29 17:32] (current) b0ardface |
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Objectives may be completed in any order. | Objectives may be completed in any order. | ||
- | The reward for completing all objectives is determined by flags, which can be either: | + | The reward for completing objectives is determined by flags, which can be either: |
* ''Owin:game'', which wins the game outright. | * ''Owin:game'', which wins the game outright. | ||
* ''Owin:crystal'', which awards the Crystal. | * ''Owin:crystal'', which awards the Crystal. | ||
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The reward is delivered immediately upon completion of the last outstanding objective. | The reward is delivered immediately upon completion of the last outstanding objective. | ||
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+ | By default, all objectives must be completed to receive reward. If one of the ''Oreq:<number>'' flags is specified, then the reward is delivered after completing the required number of objectives. Further objectives can still be completed but will do nothing. | ||
+ | |||
+ | For racing purposes, a seed's objectives are listed on the pregame menu, to avoid the need for speed-reading in the introduction. | ||
==== Completing "get character" objectives ==== | ==== Completing "get character" objectives ==== | ||
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* 20% - defeat a specific boss | * 20% - defeat a specific boss | ||
* 60% - complete a specific quest | * 60% - complete a specific quest | ||
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+ | Setting any of ''Orandom:boss'', ''Orandom:quest'', and ''Orandom:char'' will limit the selection of random objectives to the objective types specified by those flags. (Eg. specifying ''Orandom:3,boss'' will generate 3 random boss hunt objectives.) The relative probability of each type is still affected by the distributions above. | ||
The randomizer should not select a random objective that is impossible (eg. finding Cecil in a seed without Cecil). | The randomizer should not select a random objective that is impossible (eg. finding Cecil in a seed without Cecil). |